Subcategories

  • Confirmed House Rules. Learn 'em.

    138 Topics
    948 Posts
    halfgiantH
    4/27/2025 8:49pm CT - Notes on refined manacite For every 10,000 years of refined manacite is equal to 1 spell point per pound, a 20,000 1lb of refined manacite is 2 spell points per pound a 10lb block of 20,000 year old manacite = 20 spell points, per round. The radius found in the floating city had a 5 lb block 20k refined manacite floating a platform 5 miles in diameter.
  • have a bit of lore or character history you want known?

    42 Topics
    101 Posts
    daermadmD
    For future reference, the spire was crystalline star metal. Exact properties are yet undefined. DM leanings are that it is manacite that is formed in a star and has properties that make it conducive to spelljamming. Mostly used in spelljamming helms.
  • 69 Topics
    143 Posts
    daermadmD
    February 03, 2021 added. DaermaAdventures_2021-02-03 0.8G
  • Gold Piece for a Poor Artificer? [clink clink clink]...Will work for Beer.

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    daermadmD
    @halfgiant said in Gold Piece for a Poor Artificer? [clink clink clink]...Will work for Beer.: So… Now for the next obvious question. Is Diniscus (not sure if that spelling is correct) open for business in the Manaverse? No. Still cost a wish to summon the door? If it was here? Yes.
  • Couple of nice catchy little tunes about Cthulhu and the Necronomicon

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    orcO
  • Got one daughter hooked

    reading
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    daermadmD
    [image: gjc2qEr.jpg]
  • Zap approves of this...

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    dwarfD
  • An Explanation of What Bonuses (and Penalties) Stack

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    halfgiantH
    Overview Not all builds are created equal, and if you want to eke out an optimized party, players need to understand which bonuses and buffs stack. (A similar principle applies to penalties, but considering this is a CRPG where you usually have an infinite time to buff before encounters, it’s more frequent with bonuses.) The Big 6 As a preface, be aware that the tabletop game Pathfinder is balanced around the fact that most characters will have what is called “The Big 6” magic items. These are: Magic Weapon (preferably with a +5 Enhancement bonus in addition to other special abilities) Magic Armor and/or Shield (preferably one with a +5 Enhancement bonus; or simply a +8 Armor bonus if you don’t wear armor) Cloak of Resistance (which gives up to a +5 Resistance bonus to all Saving Throws) A stat boost to your corresponding Ability Score, such as Strength for Fighters or Intelligence (anywhere from a +6 to a +8 Enhancement bonus to the corresponding Stat; in Pathfinder, there is also an additional +5 Inherent bonus but we can ignore that for this game since Inherent bonuses are rare) A Ring of Protection (which gives up to a +5 Deflection bonus) Amulet of Natural Armor (which gives up to a +5 Natural Armor bonus) Having all these items are not required, especially if you can get a similar bonus from other sources, if they’re not applicable to you (i.e. a spellcaster could possibly skip owning a Magic Weapon), or if you have a very specific build/tradeoff in mind (i.e. you don’t need saving throws if your enemy is dead before they can attack), but be aware of this standard assumption for optimizing your character. Armor Class (AC) Unless otherwise noted, everything covers normal AC. Whether they apply to Flat-Footed AC or Touch AC will be mentioned. Unless otherwise noted, assume they do not stack. Armor bonus; usually +9 with Full Plate, or +8 with a Bracers of Armor; covers Flat-Footed AC. Armor Enhancement bonus; covers most magic armor, up to a +5 bonus; covers Flat-Footed AC. Shield bonus; usually +4 with a Tower Shield or the Shield spell, or +2 with a Heavy Shield; covers Flat-Footed AC. Shield Enhancement bonus; covers most magic shields, up to a +5 bonus; covers Flat-Footed AC. Deflection bonus; usually up to +5 and can be obtained via Ring of Protection, Shield of Faith, and various Protection from Alignment spells; covers both Flat-Footed and Touch AC. Natural Armor; most player characters have +0 Natural Armor, but various animals, monsters, and size increase/decrease can change a character’s base natural armor. covers Flat-Footed AC. Enhancement to Natural Armor; boosts your existing Natural Armor (even if it’s +0) and usually goes up to +5 from Amulet of Natural Armor or spells like Barkskin; covers Flat-Footed AC. Luck; some magic items or spells might give you a Luck bonus; covers both Flated-Footed AC and Touch AC. Dodge; various abilities and the Feat Dodge gives you a Dodge bonus; covers Touch AC; stacks. Insight; some magic items or spells might give you an Insight bonus; covers both Flated-Footed AC and Touch AC. Sacred/Profane; some magic items or spells might give you a Sacred/Profane bonus (specific type depends on whether you channel Positive/Negative energy); covers both Flated-Footed AC and Touch AC. Size; some racial traits, magic items or spells (like Enlarge Person or Reduce Person) will give you a Size bonus; covers both Flated-Footed AC and Touch AC. Circumstance; Circumstance bonuses stack as long as they come from different sources. Untyped; some bonuses (like the Wisdom Monk’s bonus to AC) stack as long as they come from different sources. Saving Throws Resistance; some magic items (like Cloak of Resistance) or spells usually give up to +5 Resistance bonus. Alchemical; some magic items or spells give Alchemical bonuses. Competence; some magic items or spells (like Guidance) give Competence bonuses. Insight; some magic items or spells might give you an Insight bonus. Luck; some magic items (like Ring of Good Luck or spells might give you a Luck bonus. Morale; some magic items or spells or abilities (Bard’s Inspire Courage or Paladin’s Aura of Courage) might give you a Morale bonus. Sacred/Profane: some magic items or spells might give you a Sacred/Profane bonus (specific type depends on whether you channel Positive/Negative energy). Circumstance; Circumstance bonuses stack as long as they come from different sources. Untyped; some bonuses (like Paladin’s Divine Grace) stack as long as they come from different sources. Ability Scores Enhancement; some magic items (like a Gloves of Dexterity) or spells usually give up to a +8 Enhancement bonus. Alchemical; some magic items or spells give Alchemical bonuses. Inherent: some magic items (like Bokken’s masterpiece) or spells give Inherent bonuses. Morale: some magic items or spells (like Rage) give Morale bonuses. Size; some racial traits, magic items or spells (like Enlarge Person or Reduce Person) will give you a Size bonus. Untyped; some bonuses stack as long as they come from different sources. Attack Enhancement; covers most magic weapons, up to a +5 bonus (if you don’t count the effects of bane). Competence; some magic items, spells, or abilities (like the Bard’s Inspire Courage) give you a Competence bonus. Insight; some magic items or spells (like True Strike) give you an Insight bonus. Luck; some magic items or spells (like Divine Favor) give you a Luck bonus. Morale; some magic items or spells (like Bless) give you a Morale bonus. Sacred/Profane: some magic items or spells might give you a Sacred/Profane bonus (specific type depends on whether you channel Positive/Negative energy). Circumstance; Circumstance bonuses stack as long as they come from different sources. Untyped; some bonuses stack as long as they come from different sources. Damage Enhancement; covers most magic weapons, up to a +5 bonus (if you don’t count the effects of bane). Luck; some magic items or spells (like Divine Favor) give you a Luck bonus. Morale; some magic items or spells (like Bless) give you a Morale bonus. Sacred/Profane: some magic items or spells might give you a Sacred/Profane bonus (specific type depends on whether you channel Positive/Negative energy). Circumstance; Circumstance bonuses stack as long as they come from different sources. Untyped; some bonuses stack as long as they come from different sources.
  • Dieties

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    halfgiantH
    Damar it is, Thanks.
  • Crap Guide to D&D

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    orcO
    @dwarf so he could fit a 10 min video into 2 is my guess … lol I liked it
  • Draconomicon feat discussion

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    daermadmD
    @DarkWulf said in Draconomicon feat discussion: In the Draconomicon book it discusses Metabreath feats, which are like metamagic feats for a breath weapon (stating obvious I know). In the book it says that in order to take most of the Metabreath feats, a character needs 2 things. a natural breath weapon (not a spell or magic item granted ability) A breath weapon with a recovery time measured in rounds (1d4 for Dragons or 2d4 for Hellhounds) not minutes or encounter or day (Behir is 1/minute, Half-dragon is 1/encounter). Reason for this is that most metabreath feats “cost” to use is rounds added to the recovery time. Example, a dragon uses a simple meta feat to attack rolls 1d4 and get a 2 then adds +1 to the result, so the dragon can use his breath weapon again after 3 rounds. There is 1 feat I wish to use if allowed, called Recover Breath, that normally allows said creatures (dragon and Hellhound) to use their breath weapons 1 round faster (to minimum of 1, this feat can be taken multiple times). I would like the to be able to take this feat, with a restriction limit of just once, so that I can change my breath weapon from once per encounter to say 2d4 (like hell hound) or even 3d4 (for a little more balance). This would allow me to take the metabreath feats to adjust my breath weapons performance, and also make it better able to keep pace with higher lvl characters and powers. while still being comparitively weaker then a full dragons breath weapon. Cause right now my lvl 14 Onaga’s breath weapon does 6d8 max in a 60ft line, once per encounter. Kinda pitiful compaired to a fireball cast by a 10th lvl Wiz/Sor that does 10d6 in a 20ft radius out to 400+ ft, as many times as he has 3 spell points avalible. Well it should be pitiful comparatively. That which source book template are you using for half dragon? I don’t care if you want to burn feat slots on this. I’ll adjust the breath timer. Just need to reread your source.
  • class meme's pt.2

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    DarkWulfD
    [image: WXo5JN1.jpg] [image: ufIc3xd.jpg] [image: HeSLKvg.jpg] [image: 9CtSMKz.jpg] [image: 3bLLk8q.jpg]
  • amusing Class meme's

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    DarkWulfD
    [image: PY26jlb.jpg] [image: 4d4It3Z.jpg] [image: B7njiv4.jpg] [image: QseQtMn.jpg]
  • dwarven moms are the best ;p

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    dwarfD
    nobody that knows ME is gonna make it past panel 6 without LOLing http://www.giantitp.com/comics/oots1152.html
  • Behayla smirks....

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    dwarfD
    mmmhmmm - call me when you get it working on a Tarrasque, science-boy https://www.livescience.com/64536-hydra-with-multiple-heads-created.html
  • Stacking Modifiers

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    halfgiantH
    Modifiers A modifier is any bonus or penalty applying to a die roll. A positive modifier is a bonus, and a negative modifier is a penalty. Stacking In most cases, modifiers to a given check or roll stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such as the same spell cast twice in succession). If the modifiers to a particular roll do not stack, only the best bonus and worst penalty applies. Dodge bonuses and circumstance bonuses however, do stack with one another unless otherwise specified. Modifier Types Ability Modifier The bonus or penalty associated with a particular ability score. Ability modifiers apply to die rolls for character actions involving the corresponding abilities. Alchemical Bonus An alchemical bonus is granted by the use of a nonmagical, alchemical substance such as antitoxin. Armor Bonus An armor bonus applies to Armor Class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to Armor Class (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn’t apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow. Circumstance Modifier A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. Competence Modifier A competence bonus (or penalty) affects a character’s performance of a particular task, as in the case of the bardic ability to inspire competence. Such a bonus may apply on attack rolls, saving throws, skill checks, caster level checks, or any other checks to which a bonus relating to level or skill ranks would normally apply. It does not apply on ability checks, damage rolls, initiative checks, or other rolls that aren’t related to a character’s level or skill ranks. Multiple competence bonuses don’t stack; only the highest bonus applies. Deflection Bonus A deflection bonus affects Armor Class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks. Dodge Bonus A dodge bonus improves Armor Class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character’s Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks. Enhancement Bonus An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor’s bonus to AC, they don’t apply against touch attacks. Insight Bonus An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies. Luck Modifier A luck modifier represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies. Morale Modifier A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Nonintelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses. Natural Armor Bonus A natural armor bonus improves Armor Class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to Armor Class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to Armor Class. A natural armor bonus doesn’t apply against touch attacks. Profane Modifier A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies. Racial bonus A bonus granted because of the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature’s race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form. Resistance Bonus A resistance bonus affects saving throws, providing extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies. Sacred Modifier A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies. Shield Bonus A shield bonus improves Armor Class and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield’s shield bonus, which has the effect of increasing the shield’s overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn’t apply against touch attacks. Size Modifier A size bonus or penalty is derived from a creature’s size category. Size modifiers of different kinds apply to Armor Class, attack rolls, Hide checks, grapple checks, and various other checks.
  • Quote of the night

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    daermadmD
    @halfgiant said in Quote of the night: Haha… Love this. Hence the post
  • Armor Class Optimization

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    halfgiantH
    Now there are some credible arguments about the different types of defenses, normally i would say not to put to much investment into AC. Several opinions about this, but depending on the DM, i would rank them in this order of importance. HP: Protects against everything Saves: Protects against magic Miss chance (blur, concealment, invisibility, displacement): Protects against all physical & touch attacks, no matter what the attack’s to-hit roll is AC: Protects against non-touch attacks where the attacker doesn’t have a massive to-hit bonus (dragon, big golem, etc).
  • ** Obelisk Prime glares at Fox News **

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    dwarfD
    “STOP revealing my plans to take over the universe !!!” https://www.foxnews.com/science/the-sun-will-become-a-giant-crystal-ball-when-it-dies
  • Rolecall 2

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    halfgiantH
    Shameless plug for Rolecall 2 Convention - for those that don’t know its a D&D 5E Adventure League convention that spans Friday, Saturday, and Sunday. Website: http://rolecall.swordfin.com/ ROLE CALL 2 April 5th, 6th, and 7th, 2019 Leighton Evatt American Legion Post 365 1022 Vandalia Street, Collinsville, Illinois 62234 (St. Louis, MO Metro Area) For Registration: https://tabletop.events/conventions/role-call-2
  • Kargin - Reducing Metamagic Feat Spell Level Increases

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    halfgiantH
    Metamagic Focus Gem [Placeholder - Pending integration of Cubes]
  • Plane - Laboratory

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    daermadmD
  • Wish/Miracle

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    daermadmD
    @halfgiant said in Wish/Miracle: If you can wish a stat to a +1 to +5 per the description Wish Spell: http://www.d20srd.org/srd/spells/wish.htm Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies. Is it reasonable that one could wish for a particular feat? [and no i wasn’t going to wish for a Epic Feat] http://www.d20srd.org/srd/xp.htm Yes. Totally reasonable.